Seminar Topics & Project Ideas On Computer Science Electronics Electrical Mechanical Engineering Civil MBA Medicine Nursing Science Physics Mathematics Chemistry ppt pdf doc presentation downloads and Abstract

Full Version: REPORT ON E-LEARNING
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
REPORT ON E-LEARNING

[attachment=45581]

INTRODUCTION

When the World Wide Web was launched in 1991, there was a surge of
interest in the possibilities of electronic learning (or e-learning). The use of the Web
as an educational medium was hailed as a harbinger of profound changes for
communities, organisations and markets. By now, well over adecade later, one might
expect that the concept of e-learning would be well defined and clearly differentiated
from other forms of learning. Yet there is still a lack of consensus about what e-learning represents.
A lack of consensus about what e-learning represents. For all the publicity it has received in recent years, e-learning remains something of an enigma, and its boundaries are far from clear. E-learning intersects numerous fields of thought and practice, and cannot be trivialised into a simple formula for success. The ‘theory’ of e-learning encompass an array of academic perspectives: training and education, learning and knowledge, technology and the investigation of individual market segments. In this new industry, key concepts and understandings are still emerging. Any study of the effectiveness and efficiency of e-learning therefore has to engage with multiple issues, including the role of e-learning in knowledge and learning, its contribution to competent performance, its relationship to organisational transformation and strategies for embedding e-learning into other forms of electronic interaction.

E-learning processes and systems

Although the focus of e-learning should be on delivering learning outcomes
for people and organisations, much of the popular literature on the subject
is preoccupied with the deployment of specific technologies. This section
adopts a different tack. It begins by focusing on the crucial issue of how people
communicate and learn in an electronic environment. This leads into an
appraisal of some widely held ideas about the potential for creating modular
‘learning objects’, which in turn serves as background for a discussion of
the terms used to describe the technologies that have been developed to
implement and manage e-learning.

E-learning processes

Like any learning process, e-learning depends on effective communication
of human knowledge, whether this occurs in a face-to-face classroom or
across the Internet. Electronic technologies can no more guarantee effective
communication than they can transform ‘jxiqwop’ into a meaningful word.
The medium alone does not create the message.
The effectiveness of e-learning also depends on establishing two-way
communication between teachers and learners, and among learners
themselves. Unfortunately, when e-learning was first popularised, it was
widely promoted as a means of minimising costs by delivering pre-packaged
content to large populations of learners by means of electronic networks
or CD-ROMs. Such an approach relies on one-way communication from
teacher to learner, attenuating the learning experience. It views learners as
atomised individuals and fails to take into account the social context in which
learning occurs. Above all, it does not engage learners actively in the process
of learning.

Learning content and learning objects

The major sectors that use e-learning — academic institutions, government,
the corporate sector and the community and general consumer sector
— approach it with different types of end use in mind. The approach to elearning
in corporate contexts is very different from that in formal educational
institutions. Historically, learning in educational settings has been organised
around self-contained subjects or course units. In contrast, many proponents
of e-learning in corporate settings envisage systems based on much smaller
units of content, known as learning objects.

E-learning technologies

At present, e-learning technologies encompass three main areas of activity:
• Content creation and management: the sourcing, creation, storage and
management of e-learning content — functions typically addressed by a
learning content management system (LCMS);
• Learning management: the capture and application of information
about learning resources, existing skills and learning activities to measure
and manage learning outcomes at the organisational level — functions
typically addressed by a learning management system (LMS); and
• Learning activity: the delivery of e-learning content, facilitating
interaction and learning assessment — functions typically performed by
instructors or trainers

E-learning and communication technologies

Most forms of e-learning depend on access to electronic communication
technologies. In general, the more interactive the approach, the greater the
demands on the communication network, although the transmission of text
is less demanding than the transmission of visual images and sound.
Many of the recent advances in e-learning have been driven by the
expansion of fixed-line network capacity and the growth in Internet use.

What is Electronic Learning?

particular interest to many in the e-learning field has been the emergence of the World Wide Web, which offers a user-friendly graphical interface through which learners can gain access to a huge range of information, including images, data fi les and sound as well as text. More recently, there has been a rapid growth of new mobile communications technologies that offer Internet access while bypassing both the fi xed-line network and the Web.
Any assessment of the potential of e-learning must accommodate all
these technologies. To state the obvious, some countries will have ‘emerging’ technologies that other countries consider ‘old’. At the same time, some of these slow adopters will ‘leapfrog’ current technologies and adopt newer ones. The following sections outline the current state of play, looking at the changing global and regional patterns of Internet use and the emergence of new mobile technologies. While we have used Australian examples as case studies in several instances, our primary focus is on global trends.